In Review Victoria III - Construction sector PMs not suffering input shortages penalties

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eq1911

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Short summary of your issue
Construction sector PMs not suffering input shortages penalties

Game Version
1.2.7

What OS are you playing on?
Windows

Do you have mods enabled?
No

Have you tried verifying your game files?
Yes

How much "pain" is this causing you?
1

Please explain the issue you experienced in the most condensed way possible
Until i investigated it a bit further i thought this was a buff to small AI nations so they can't wreck their ability to build by using a new PM.
But now i believe this is a bug.
If you change construction PMs you do not get the input goods penalty that reduces the output (or just a very minor part of it)
For example the construction secotor (Size 1) itself will say it puts out 2.5 Construction, but the building tab repots the same sector contributing 4.3 (5 is the max set by the PM).
If you change the PM back and forth the decreases calculated correctly in the building tab, thats why i believe this is a bug.

Please explain how to reproduce the issue
Start as Japan, change construction sector PM to iron frame and let the game run.
Being isolated and without any production of iron or tools you should have ~10 construction, you get 13+
Wait a few weeks to see the updated values in the cs.
If you then cycle the PMs you will get the expected values that are reported in the sector itself.

Is there anything else you think could help us identify/replicate the issue?


I have attached a save game
No

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eq1911

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So, i ran some more tests:
With mexico you get 2.5 reported in CS and 4.24 applied in building tab. This 4.24 persists even if you get rid of the shortage via imports.
With spain changiong PM then deleting all iron/tools you get (after a few weeks) 2.5 reported and 5 applied.
Btw there needs to be something the the build que to create the demand.
It seems to snapshot a value from the start of the game which can't be lowered by the shortages.
I let japan run a few weeks before changing PM, then it starts at 5 in the buildings tab and decreases to 4.3 but not the 2.5 it has in the CS...

edit: I guess there goes my awesome Japan early game strat that yielded 100 construction in less than 10 years with a balanced eco :S
 

eq1911

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May 27, 2014
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  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Imperator: Rome
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So, i have confirmed this issue with two other people occuring in their games (both 1.2.7) and i wanted to check in
if this is being investigated.
I mean if this is wad and a current design decision, thats fine, i would be hesitant to nerf the AIs ability to build while it currently
has issues to keep up with the player in a meaningful way.
I could investigate further, but this being so easy to reproduce and not having the tools nor experience to do that seems like a bit much.
To be honest i currently don't even know if the AI is affected by this.

Looking forward to the 1.3 release and thanks for all the good work on an awesome game!